#include "WindowsOpenGLRenderer.h"

#include <cassert>
#include <iostream>

//Window callback
LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				getRendererFromWindowHandle(hWnd)->setActive(TRUE);						// Program Is Active
				
				//ShowCursor(false);		//Windows function
				
			}
			else
			{
				getRendererFromWindowHandle(hWnd)->setActive(FALSE);						// Program Is No Longer Active

				//ShowCursor(true);

			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			WindowsOpenGLRenderer* Renderer = getRendererFromWindowHandle(hWnd);
			if (Renderer) Renderer->ResizeScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

//Array of renderers that are created 
std::vector<WindowsOpenGLRenderer*> renderers;

//Function to find a renderer instance from a given hWnd 
WindowsOpenGLRenderer* getRendererFromWindowHandle(HWND hWnd)
{
	
	for (int i=0;i<renderers.size();i++) {
		assert(renderers[i]);
		if (renderers[i]->getWindowHandle() == hWnd) {
			return renderers[i];
		}
	}
	
	return 0;
	
}

WindowsOpenGLRenderer::WindowsOpenGLRenderer() : active(true), quit(false), fullscreen(false), hDC(NULL), hRC(NULL), hWnd(NULL)			
{
	
	//Add the renderer to the list 
	renderers.push_back(this);
	
}

bool WindowsOpenGLRenderer::Init()										// All Setup For OpenGL Goes Here
{
	//glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	//glClearDepth(1.0f);									// Depth Buffer Setup
	//glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	//glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);	// Really Nice Perspective Calculations
	glEnable(GL_BLEND);									//Enable alpha blending
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	//Configure alpha blending
    //glBlendFunc(GL_SRC_ALPHA, GL_ONE);	//Configure alpha blending
	//glEnable2D(); 										//Set to 3 drawing
	//glFrustum(-1.0, 1.0, -1.0, 1.0, 1, 100);

	//For textures
	//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
    glEnable(GL_TEXTURE_2D);	

	return TRUE;										// Initialization Went OK
}

bool WindowsOpenGLRenderer::DrawScene()									// Here's Where We Do All The Drawing
{
	
	//static int i = 0;
	
	//float n = 0.5;
	
	//int p = 10;
	
	//i++
	
	//if (ouden::input::getInputHandler()->isKeyDown(VK_SPACE)) glClear(GL_ACCUM_BUFFER_BIT);
	
	//glClear(GL_ACCUM_BUFFER_BIT);
	
	//glAccum(GL_ACCUM, 0.5);
	//glAccum(GL_RETURN, 1); //Multiplies the accumulation buffer by value and copies the result to the backbuffer
	
	SwapBuffers(hDC);		// Swap Buffers (Double Buffering)
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer

	//glAccum(GL_MULT, n);

	glLoadIdentity();									// Reset The Current Modelview Matrix
	
	glScalef(1.f, 1.f, 1.f);
	
	return TRUE;										// Everything Went OK
}

void WindowsOpenGLRenderer::ResizeScene(int Width, int Height)		// Resize And Initialize The GL Window
{
	if (Height==0)										// Prevent A Divide By Zero By
	{
		Height=1;										// Making Height Equal One
	}

	//glViewport(0,0,Width,Height);						// Reset The Current Viewport
	//glViewport(-1,-1,1,1);						// Reset The Current Viewport

	//Save the new width and height
	width = Width;
	height = Height;

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	//gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	int w2 = width / 2;
	int h2 = height / 2;
	
	double fAspect = (double)height/(double)width;
	
	//glOrtho(-w2,w2,-h2,h2,-1.0f,1.0f);					//Set up an orthogonal view with 0, 0 at screen center and units of exact pixels
	//Set up an orthogonal view with 0, 0 at screen center, a width of 1.0 and
	// a correct aspect ratio
	glOrtho(-0.5, 0.5, -fAspect*0.5, fAspect*0.5, -1.0f, 1.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

void WindowsOpenGLRenderer::KillWindow()								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

bool WindowsOpenGLRenderer::CreateRendererWindow(const char* Title, int Width, int Height, int Bits, bool Fullscreen)
{
	
    GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)Width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)Height;		// Set Bottom Value To Requested Height
    
	fullscreen=Fullscreen;				// Set The Private Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;		// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= Width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= Height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= Bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
	 	//Make the window borderless
	 	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;
		
		//dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		//dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								Title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		Bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};

	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}
    
	ShowWindow(hWnd,SW_SHOW);						// Show The Window
    SetForegroundWindow(hWnd);						// Slightly Higher Priority
    SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ResizeScene(Width, Height);					// Set Up Our Perspective GL Screen
    
	if ( !Init() )									// Initialize Our Newly Created GL Window
	{
		KillWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	//Save private variables
	width = Width;
	height = Height;

	return TRUE;									// Success
}

//Check for windows messages
//--------------------------
bool WindowsOpenGLRenderer::CheckMessages()
{

    MSG msg;

    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
	{
		if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
		{
			setQuit(TRUE);							// If So done=TRUE
		}
		else									// If Not, Deal With Window Messages
		{
		 	//Pass the message to the gui
			//GUI.ProcessMessage(msg);
			
			TranslateMessage(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
		
		return true;

	}
	else
		return false;

}

void WindowsOpenGLRenderer::DrawQuad(Vector3D Pos, Vector3D Size, bool Filled, Vector3D TexStretch)
{

    //Precalculate half the width and height
	float w2 = Size[0] / 2;
	float h2 = Size[1] / 2;

    //Set to wireframe mode
    //if (!Filled) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	
		//Draw a rectangle
		glBegin(GL_QUADS);
			glTexCoord2f(TexStretch[0], TexStretch[1]);
			glVertex3f(Pos[0] + w2, Pos[1] + h2, Pos[2]);		//Top Right
			glTexCoord2f(0, TexStretch[1]);
			glVertex3f(Pos[0] - w2, Pos[1] + h2, Pos[2]);		//Top Left
			glTexCoord2f(0, 0);
			glVertex3f(Pos[0] - w2, Pos[1] - h2, Pos[2]);		//Bottom Left
			glTexCoord2f(TexStretch[0], 0);
			glVertex3f(Pos[0] + w2, Pos[1] - h2, Pos[2]);		//Bottom Right
		glEnd();

	//Return to fill mode
    //if (!Filled) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

}

void WindowsOpenGLRenderer::drawGfxModel( const GfxModel& model )
{
	const GfxModel::TriangleArray& triangles = model.getTriangles();
	GfxModel::TriangleArray::const_iterator itTriangle;
	
	//TODO: There are probably a thousand better ways to do this.
	
	glBegin( GL_TRIANGLES );
		
		for ( itTriangle = triangles.begin(); itTriangle != triangles.end(); ++itTriangle ) {
			Triangle* pTriangle = *itTriangle;
			
			//Vertex 1
			glColor4d( pTriangle->pVertices[0]->rgbaColor.r,
			           pTriangle->pVertices[0]->rgbaColor.g,
			           pTriangle->pVertices[0]->rgbaColor.b,
			           pTriangle->pVertices[0]->rgbaColor.a );
			glTexCoord3dv( pTriangle->pVertices[0]->vTexCoords.getArray() );
			glNormal3dv( pTriangle->pVertices[0]->vNormal.getArray() );
			glVertex3dv( pTriangle->pVertices[0]->vPos.getArray() );
			//Vertex 2
			glColor4d( pTriangle->pVertices[1]->rgbaColor.r,
			           pTriangle->pVertices[1]->rgbaColor.g,
			           pTriangle->pVertices[1]->rgbaColor.b,
			           pTriangle->pVertices[1]->rgbaColor.a );
			glTexCoord3dv( pTriangle->pVertices[1]->vTexCoords.getArray() );
			glNormal3dv( pTriangle->pVertices[1]->vNormal.getArray() );
			glVertex3dv( pTriangle->pVertices[1]->vPos.getArray() );
			//Vertex 3
			glColor4d( pTriangle->pVertices[2]->rgbaColor.r,
			           pTriangle->pVertices[2]->rgbaColor.g,
			           pTriangle->pVertices[2]->rgbaColor.b,
			           pTriangle->pVertices[2]->rgbaColor.a );
			glTexCoord3dv( pTriangle->pVertices[2]->vTexCoords.getArray() );
			glNormal3dv( pTriangle->pVertices[2]->vNormal.getArray() );
			glVertex3dv( pTriangle->pVertices[2]->vPos.getArray() );
		}
		
	glEnd();
}
